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Messages - Snownova

Pages: [1] 2 3 ... 15
1
Releases / Re: [1.0] ED-Prometheus - 1.0.0.1 - (2018-11-15)
« on: December 08, 2018, 05:08:54 PM »
How are the shield modules supposed to work? I've placed an orbital datalink and a capacitor directly adjacent to a Shield Generator, but they don't seem to have any effect.

2
Releases / Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
« on: December 09, 2017, 01:31:11 PM »
My thoughts on the transporter (also beyond psyched that you're making it):

Both ends of the transporter (2x2 or maybe even 3x3) platform need power, a button on the platform dematerializes anything or anyone on the platform and saves it to a buffer.  A second button materializes anything currently in the buffer, in a way similar to a trade beacon, so it will prefer to spawn on the platform, but if there's more than 4 tiles worth in there it will just scatter everything nearby.

The build materials should me mid to late tier, a little bit of gold and a bunch of plasteel, but perhaps make it possible to minify the platform, so that it can be brought to a new settlement in one go.

The platform should have a moderate power requirement in standby mode, and any act of materialisation or dematerialisation will instantly attempt to drain X amount from any connected batteries. If insufficient power is available, abort the action and show a message for that. Possibly add a  trigger for increased chance of a Zzzt event when this occurs.

The transporter platform information panel should show the currently stored vs required power of any available materialisation or dematerialisation action.

3
Releases / Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
« on: November 26, 2017, 06:14:46 AM »
I'd love to see your stargate mod or a reskinned version thereof that can be used to teleport pawns and resources between multiple colonies, within the same save.

4
Not free, you still need to put pawns to work converting that rice into chemfuel, and the hauling at the various stages.

Granted, it is much more efficient than wood fired generators, more convenient and scalable than geothermal, but I wouldn't call it "free".

5
Did you capture him and have the faction go hostile on you?

You can rescue a friendly pawn and when they recover there is a chance that they decide to join you. If they don't they just get up and leave the map to rejoin their faction.

I think this was added in A16.

6
Ideas / Wanted Ads
« on: September 11, 2017, 10:03:47 AM »
Wouldn't it be cool if you could broadcast a wanted ad to nearby settlements: "Wanted, doctor with a skill of at least 7, will pay 1200 silver to the settlement willing to part with this person"

Shortly either a caravan selling a slave with the desired skill shows up. or a settlement contacts you and arranges payment before a wanderer joins the colony. Or random event, they take payment, nobody shows up and you are left to decide if they stiffed you or the guy got taken out by bandits en route.

7
General Discussion / Re: Fire destroyed my base
« on: May 26, 2017, 07:31:27 AM »
Oh my, batteries in a wooden enclosed space, that is just asking for a ZZZT of Doom.

8
General Discussion / Re: Alpha 17 is on public unstable branch
« on: May 08, 2017, 06:15:46 AM »
I just wanted to post that I love how the ungenerated surface of a planet now just looks like an ocean. Such an elegant solution.

9
General Discussion / Re: A17 Sun lamp
« on: May 04, 2017, 10:00:06 AM »
EVEN more power? It was, what, second biggest power hog in the game?

But it's only on about half the time, so the total consumption is lower I think.

10
General Discussion / Re: First pics from ALPHA 17 (Unstable)
« on: May 03, 2017, 12:08:05 AM »
I seem to recall Tynan posting somewhere that Alpaca's would be caravan animals as well in A17.

11
Ideas / World Map - Ruined Cities
« on: March 15, 2017, 02:03:31 PM »
So me and some people on Reddit were talking and it would be really cool if in addition to all the towns and camps on the world map, there would also be Ruins marked on the map.

These ruins would have an associated tech level (tribal, industrial, glitter) and would be the ruins of bases or even entire cities.

When you visit these ruins you can loot the stuff there (type of loot determined by tech level), but the ruins will often be infested with bugs, mechanoids or swarms of manhunter animals.

Perhaps over time there could be random events that turn existing towns on the map into ruins, with a notification as to what caused their demise.

12
Outdated / Re: [A16] Enhanced Development - 2017-01-05
« on: January 16, 2017, 05:39:37 AM »
is it posable to get stargate working agin :D i kinda like story line my poeple retreat into one and pop out in a new land

I agree, also with the new world mapit would be awesome to connect colonies with a stargate, for a faster alternative to caravans

13
Releases / Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
« on: January 08, 2017, 04:30:04 AM »
Loving the hygiene mod, but could you perchance give all the hygiene items their own category in the architect menu? It's a bit... odd... having them all under "Joy". I mean I enjoy a good sh*t as much as the next person but still.

14
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.0
« on: December 30, 2016, 05:57:35 AM »
Will this mod be uploaded on steam?

15
Outdated / Re: [A15] Enhanced Development - 2016-09-17
« on: December 23, 2016, 12:38:09 AM »
For me shields is the main one I'm looking forwards to.

Maybe Stargate if it's reworked to teleport between colonies (since between saves no longer seems necessary)

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